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Doing some more philosophical thinking, and isn't a casual meta just a way of saying 'let's play to have fun (and often save costs)'? In that case, is Time Warp really that fun? I suppose it can be if you go off on turn 8+, but turn 5 makes everyone else wait longer for their turn at a time where the game isn't that dynamic, and you probably don't end up doing a whole lot with the extra turn anyways. Then again, just the act of taking an extra turn could be delightful. I think I've done enough pondering for now.
October 31, 2018 12:42 p.m.
Yeah, I don't really do any competitive EDH, so I was going off of what I see on my somewhat casual games on untap.in. I do get your point, edkime, that although I don't see a high chance of failure/risk in the meta I play in, the reward actually isn't as good as one might initially think if played t5. As far as cEDH, I can see why it wouldn't be played, as it's weaker in regards to all the counters in a meta where all the cards are generally more powerful than casual play to begin with.
October 31, 2018 12:36 p.m.
It's always good from the time you get 5 mana (which should happen every game) onwards.
October 31, 2018 12:12 p.m.
I'm on the same boat. I don't understand why they aren't played more often. They seem like they could go in any blue deck, but I pretty much never see them in even superfriend or spells-matter decks. I suppose the downside is you won't always get to 5 mana as soon as possible, but a blue deck with a decent ramp package should have no problem with that. I suppose that it creates uncertainty in your opening hand as you don't know what card you will draw to replace it on your extra turn, but you've already drawn like 4 random cards to that point, so it's not that big of a deal. I suppose it can be bad against counterspells, but I'm not even sure Time Warp is that good of a target for a counter until you're late in the game and can get oodles of advantage out of the extra turn, in which case, you're willing to run the risk of it being countered.